refactor constants out from player.sml
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@@ -29,8 +29,8 @@ struct
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* and then chose appropriate direction to recoil in *)
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let
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val {x, ...} = player
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val pFinishX = x + Player.size
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val pHalfW = Player.size div 2
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val pFinishX = x + Constants.playerSize
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val pHalfW = Constants.playerSize div 2
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val pCentreX = x + pHalfW
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val {x = ex, y = ey, ...} = Enemy.find (id, enemies)
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@@ -89,15 +89,15 @@ struct
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fun checkCollisions (player, enemies, enemyTree, projectiles) =
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let
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val {x, y, mainAttack, attacked, ...} = player
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val size = Player.size
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val size = Constants.playerSize
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val projectileTree = Projectile.generateTree projectiles
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in
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case mainAttack of
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MAIN_ATTACKING =>
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let
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(* when attacking, player collision should be larger than player themselves *)
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val x = x - Player.halfSize
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val y = y - Player.halfSize
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val x = x - Constants.halfPlayerSize
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val y = y - Constants.halfPlayerSize
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val size = size * 2
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(* get list of enemies player has collided with *)
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@@ -142,7 +142,7 @@ struct
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(player, enemies, enemyTree)
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end
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| ATTACKED amt =>
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if amt = Player.attackedLimit then
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if amt = Constants.attackedLimit then
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(* if reached limit, detect enemies again *)
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let
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val enemyCollisions = QuadTree.getCollisions
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